/Engine/Source/Editor/UnrealEd/Public/Kismet2/BlueprintEditorUtils.h
Search the blueprints looking for nodes that contain the given script structs and replace the references
static void UpdateScriptStructsInNodes ( const [TMap](API\Runtime\Core\Containers\TMap)< [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) *, [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * > & Structs, [FOnNodeFoundOrUpdated](API\Editor\UnrealEd\Kismet2\FBlueprintEditorUtils\FOnNodeFoundOrUpdated) InOnNodeFoundOrUpdated )